SSF4 AE 2012 Gen Match-ups & Strategies (New)

This will be the new home for Gen’s match-ups for SSFIV AE. I will get this stickied.

PLEASE SEND ALL MATCH-UP & STRATEGY INFORMATION TO ME VIA PM. It would be best to keep this as clean as possible and only have posts for discussion only. So if you feel it needs to be added so everyone can see, please send to me, and don’t fill the thread with it. People don’t have time to skim through 50 messages looking for the best strategies, let’s keep it all together on the main page. Thanks in advance.

UPDATE:** Character specific information is being added.**

Abel

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Character Specific Info:

***Crane c.LK, Mantis Ultra 1 - ***Corner only.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***Yes.

***FAL3, Crane Ultra 2: ***Both Mid-screen and Corner. (Mid: If you forward dash you can jump straight up or back then U2. If you back dash you can Jump straight up, jump forward or jump back. **Corner: **All versions are pretty easy in the corner.).

***FAL2, Crane Ultra 2: ***Both Mid-screen and Corner (**Mid: **If you forward dash, only jumping back while Tiger Kneeing the U2 works. If you back dash you can jump forward, straight up or back. All must be Tiger Knee’d)

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***All finishing normals work.

***Crane c.LK, Gekiro: ***Corner only (All versions work)
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Adon

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Character Specific Info:

***Crane c.LK, Mantis Ultra 1 - ***Corner only.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***No.

***Oga cross-up after TC2> lk gekiro [SIZE=4]with quickstand:[/SIZE]***MK oga - juggle high gekiro (highest possible, very hard. TC1 alternative recommended)

***Oga cross-ups after TC1> lk gekiro [SIZE=4]with quickstand:[/SIZE]***MK oga - juggle high gekiro

***Oga cross-ups after TC2> lk gekiro with [SIZE=4]no quickstand:[/SIZE]***MK oga - juggle low gekiro

***Gen oga cross-ups after mantis super > gekiro with quickstand: ***HK gekiro juggle high - MK oga (hit his ass on the last hit!)

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***c.HP, s.HK work. Must remove s.LP to get c.HK to combo.

***Crane c.LK, Gekiro: ***Corner only (All versions work)
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Akuma/Gouki

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Info for Safe jumps:

Akuma Shoryuken: Light, Medium, Heavy & EX = 3Frame Start-up

Character Specific Info:

Mantis s.MP, s.HP, LK Gekiro - Yes

***Mantis s.MP, s.MP, c.HP - ***Standing and Crouching

Mantis j.HP, s.MP, s.MP, c.HP - Crouching

Mantis j.HP, s.MP, s.MP, c.HK - Crouching (Also works without a jump attack.)

Mantis j.HP, s.MP, s.MP, TC2, LK Gekiro - Crouching (Also works without a jump attack.)

Mantis j.HP, s.MP, s.MP, TC2, EX Hands, Mantis U2 - Crouching (Also works without a jump attack.)

***Crane c.LK, Mantis Ultra 1 - ***Corner only.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***Yes.

***Oga cross-ups after TC1> lk gekiro [SIZE=4]with quickstand:[/SIZE]***MK oga - juggle high gekiro

***Oga cross-ups after TC2> lk gekiro with [SIZE=4]no quickstand:[/SIZE]***LK oga - juggle low gekiro Unblockable

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***All finishers work.

***Crane c.LK, Gekiro: ***Mid-screen and Corner (Mid: LK and EX. Corner: All versions work)

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Balrog/Boxer

Spoiler

Guaranteed Super/Ultras:

Strategy:

Match examples:

Info for Safe jumps:

Balrog’s Headbutt: Light = 8Frame Start-up, Medium = 10Frame Start-up, Heavy & EX = 12Frame Start-up

Character Specific Info:

Mantis s.MP, Crane s.HK - Standing only. Kind of pointless as only first hit connects but it’s there.

Crane c.LK, Mantis Ultra 1 - Mid-screen and Corner.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***Yes.

**Oga cross-ups after TC2> lk gekiro with [SIZE=4]no quickstand:[/SIZE]**LK oga - juggle high gekiro

**oga cross-ups after mantis super > gekiro with quickstand: **HK gekiro juggle medium/high - MK oga (start off at medium height and end last hit on his knee)

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***All finishing normals work.

***Crane c.LK, Gekiro: ***Corner only (All versions work)

Blanka

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Info for Safe jumps:

Blanka’s Vertical Roll (Up Ball): Light, Medium, Heavy, EX = 4Frame Start-up

Blanka’s U2 AA: 0+7F

Character Specific Info:

***Mantis s.MP, s.HP, HK Gekiro: ***Yes.

***Crane c.LK, Mantis Ultra 1 - ***Corner only.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***No. (Not even s.MK, EX Hands, U2 works)

***Oga cross-ups after TC1> lk gekiro [SIZE=4]with quickstand:[/SIZE]***LK oga - juggle high gekiro

***Oga cross-ups after TC2> lk gekiro with [SIZE=4]no quickstand:[/SIZE]***LK oga - juggle low gekiro

***FAL3, Crane Ultra 2: ***Both Mid-screen and Corner. (Mid: All dash and jump directions before U2 seems to work. **Corner: **All versions are pretty easy in the corner).

***FAL2, Crane Ultra 2: ***Both Mid-Screen and Corner. (**Mid: **All dash and jump directions before U2 seems to work. **Corner: **All versions seem to work).

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***All finishers work.

***Crane c.LK, Gekiro: ***Corner preferred (Corner: All versions work. Mid: You can hit EX but it’s really difficult)[/details]

C.Viper

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Info for Safe jumps:

C.Viper Thunder Knuckle: Light = 16Frame Start-up, Medium = 14Frame Start-up, Heavy = 7Frame Start-up, EX = 27Frames

Character Specific Info:

***Crane c.LK, Mantis Ultra 1 - ***Corner only.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***No. (Not even s.MK, EX Hands, U2 works)

***Oga cross-up after TC2> lk gekiro [SIZE=4]with quickstand:[/SIZE]***MK oga - juggle high gekiro (highest possible, hard. TC1 alternative recommended)

***Oga cross-ups after TC1> lk gekiro [SIZE=4]with quickstand:[/SIZE]***MK oga - juggle high gekiro

***Oga cross-ups after TC2> lk gekiro with [SIZE=4]no quickstand:[/SIZE]***LK oga - juggle high gekiro Unblockable if hit at highest point

***FAL3, Crane Ultra 2: ***Both Mid-screen and Corner. (Mid: All dash and jump directions before U2 seems to work. **Corner: **All versions are pretty easy in the corner).

***FAL2, Crane Ultra 2: ***Both Mid-Screen and Corner. (**Mid: **All dash and jump directions before U2 seems to work. **Corner: **All versions seem to work).

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***All finishers miss when you cross up. Remove s.LP and they will land. If you land j.MK as a non-cross up all but sweep hit.

***Crane c.LK, Gekiro: ***Corner (Corner: All versions work.)[/details]

Cammy

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Info for Safe jumps:

Cammy Cannon Spike: Light, Medium, Heavy, EX = 5Frames Start-up

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Chun Li

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Info for Safe jumps:

Chun-Li Spinning Bird Kick: EX = 6Frame Start-up
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Cody

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info

Dan

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Info for Safe jumps:

Dan Koryuken: Light, Medium, Heavy & EX = 4Frame Start-up
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Dee Jay

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Info for Safe jumps:

Dee Jay Jacknife Maximum: Light, Medium, Heavy = 6Frame Start-up, EX = 4Frame Start-up
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Dhalsim

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info

Dudley

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Info for Safe jumps:

Dudley Jet Upper: Light & Medium = 6Frame Start-up, Heavy & EX = 4Frame Start-up[/details]

E.Honda

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Info for Safe jumps:

E.Honda Headbutt: Light = 13Frame Startup, Medium = 9Frame Startup, Heavy & EX = 8Frame Start-up

E.Honda Butt Drop: Light, Medium & Heavy = 14Frame Start-up, EX = 9Frame Start-up

Character Specific Info:

***Mantis s.MP, s.MP, s.MP: ***Crouching only.

***Mantis s.MP, s.HP, HK Gekiro: ***Yes.

***Crane c.LK, Mantis Ultra 1 - ***Corner only.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***No. (s.MK, EX Hands, U2 doesn’t work either)

***Oga cross-up after TC2> lk gekiro [SIZE=4]with quickstand:[/SIZE]***MK oga - juggle medium/high gekiro (his face is slightly above Gens).

***Oga cross-ups after TC2> lk gekiro with [SIZE=4]no quickstand:[/SIZE]***LK oga - juggle medium gekiro.

Oga cross-ups after mantis super > gekiro with quickstand: HK gekiro juggle medium/high - MK oga (last hit his head needs to be fully above Gens)

***FAL3, Crane Ultra 2: ***Both Mid-screen and Corner. (Mid: All dash and jump directions before U2 seems to work. **Corner: **All versions are pretty easy in the corner).

***FAL2, Crane Ultra 2: ***Both Mid-Screen and Corner. (**Mid: **Forward dash you can Jump back or Straight up. Back dash you can jump straight up, forward, or back. **Corner: **All versions seem to work).

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***c.HP & s.HP work no matter if it’s a cross up or not. c.HK only works if you remove s.LP from the combo.

***Crane c.LK, Gekiro: ***Corner only (All versions work)[/details]

El Fuerte

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Character Specific Info:

***Mantis s.HP, HK Gekiro - ***Whiffs almost all of the time. There is something weird with his hitbox that if you are in the right spot it will actually land. It’s not reliable so don’t use it.

***Crane c.LK, Mantis Ultra 1 - ***Corner only.

***Mantis s.MP,TC2, EX Hands, Mantis Ultra 2 - ***Yes.

***Oga cross-up after TC2> lk gekiro [SIZE=4]with quickstand: [/SIZE]***MK Oga - Juggle High Gekiro

***Oga cross-ups after TC2> lk gekiro with [SIZE=4]no quickstand: [/SIZE]***LK Oga - Juggle High Gekiro

Oga cross-ups after mantis super > gekiro with quickstand: LK gekiro juggle medium - MK oga (same height as Gen)

***FAL3, Crane Ultra 2: ***Both Mid-screen and Corner. (Mid: If you forward dash you will have to jump back then U2. If you back dash you can Jump straight up, jump forward or jump back. **Corner: **All versions are pretty easy in the corner. The only tricky one is dash back straight up U2).

***FAL2, Crane Ultra 2: ***Both Mid-screen and Corner (**Mid: **If you forward dash, only jumping back while Tiger Kneeing the U2 works. If you back dash you can jump forward, straight up or back. All must be Tiger Knee’d)

***Mantis s.MP, TC2, EX Hands, c.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, c.HP: ***Yes

***Mantis s.MP, TC2, EX Hands, s.HK: ***Yes

***Mantis s.MP, TC2, EX Hands, s.MK, HP Hands: ***Yes

***Crane j.MK (Cross-up), s.LP, c.LK, (c.HK) or (c.HP) or (s.HK): ***All finishing normals work if it’s a non-cross up. Or if you do cross up, you remove s.LP and all finishers will hit.

***Crane c.LK, Gekiro: ***Corner only (All versions work)

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Evil Ryu

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Info for Safe jumps:

Evil Ryu Shoryuken: Light, Medium, Heavy & EX = 3Frame Start-up

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Fei Long

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Info

Gen

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Info for Safe jumps:

Gen Gekiro: Light = 5Frame Start-up, Medium, Heavy & EX = 7 Frame Start-up

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Gouken

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Info for Safe jumps:

Gouken Hurricane Kick: Light & EX = 7Frame Start-up, Medium = 10Frame Start-up, Heavy = 13Frame Start-up

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Guile

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Info for Safe jumps:

Guile’s Flash Kick: Light, Medium, Heavy, EX = 4Frame Start-up.

Guile’s Super: Light = 1+2F, Medium = 1+3F, Heavy 1+5F.

Guile’s Ultra’s: U1 = 0+7, U2 = 0+10

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Guy

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Info for Safe jumps:

Guy Bushin Senpukyaku: Light = 10Frame Start-up, Medium = 9Frame Start-up, Heavy = 6Frame Start-up, EX = 4Frame Start-up

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Hakan

Spoiler

Strategy:

Preferred Anti-Airs:

Mantis c.Fierce(HP) - For far jump-ins.

Crane c.Round House(HK) - For close jump-ins.

However, Hakan won’t really jump at you much outside of setup 1 which you are forced to block anyway. Because of Hakan’s jump arc (you may remember it - it was ours in vanilla, abeit slower travelling) and air hitboxes using other moves can more often than not see you trade (for the worse).

Match Examples:

http://www.youtube.com/watch?v=0i4ztNjrPwI

http://www.youtube.com/watch?v=ZDiJ5T9dbmQ

http://www.youtube.com/watch?v=rFDu0TxOb7g

http://www.youtube.com/watch?v=70gDBfvrvJc

http://www.youtube.com/watch?v=Vw2WiuNMmdA

http://www.youtube.com/watch?v=s_dd-RQjS7A

Ibuki

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Info

Juri

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Ken

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Info for Safe jumps:

Ken Shoryuken: Light & Heavy = 3Frame Startup, Medium & EX = 4Frame Startup

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M.Bison/Dictator

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Info

Makoto

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Oni

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Info for Safe jumps:

Oni GoShoryuken: Light, Medium, Heavy & EX = 3Frame Start-up
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Rose

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Info

Rufus

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info

Ryu

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Info for Safe jumps:

Ryu Shoryuken: Light, Medium, Heavy, EX all 3Frame Start-up

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Sagat

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Info for Safe jumps:

Tiger Uppercut: Light, Medium, Heavy, EX = 5Frame Start-up

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Sakura

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Info for Safe jumps:

Sakura Shooken: Light = 6Frame Start-up, Medium = 7Frame Start-up, Heavy & EX = 12Frame Start-up
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Seth

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Info for Safe jumps:

Seth Shoryuken: Light, Medium, Heavy & EX = 5Frame Start-up

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T.Hawk

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Info

Vega/Claw

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Yang

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Strategy:

Preferred Anti-Airs:

Mantis s.Jab(LP) - Stops Dive Kick pressure. The can be the best option as it comes out fast and you can do it on reaction to their Dive Kicks and allows you to see if they are going to do a high or lower Dive Kick. This is also great for baiting out Dive Kicks.

Mantis s.Strong(MP) - Stuffs Dive Kicks, but timing can be a bit more strict compared to the s.Jab(LP).

Mantis s.Fierce(HP) - Works well vs higher Dive Kicks. Best to use this if they are trying to use Dive Kicks to close distance. If they are a bit out of range to hit you, you’ll usually hit them.

Mantis c.Forward(MK) xx Hands - Good if he jumps from far (although more often than not they will neutral jump at mid-range waiting for you to press something so they can get in).

Crane Option Select c.Short(LK)+c.Jab(LP)+c.Round House(HK) - A well timed OS will help get them off you if you are being pressured over and over by Dive Kicks. If they Dive Kick you will Stuff them with the c.Round House(HK), If they Throw it will Tech the Throw. Don’t abuse this as they will bait it, and or jump back and Dive at you. Use it to get them off you and start over.

Info for Safe jumps:

Yang Senkyuutai: Light = 5Frame Start-up, Medium = 6Frame Start-up, Heavy = 7Frame Start-up, EX = 4Frame Start-up

Yun

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Info for Safe jumps:

Yun Nishou Kyaku: Light = 5Frame Start-up, Medium = 6Frame Start-up, Heavy = 8Frame Start-up, EX = 4Frames Start-up

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Zangief

Spoiler

Guaranteed Super/Ultras:

Strategy:

Preferred Anti-Airs:

Mantis c.Fierce(HP) - This will be the one poke you will use most often. Why? Because most Giefs only jump at a non-knocked down opponent if they are far away because their normals have incredible reach, which allow them to get away with it vs certain characters. So if they are jumping from just outside poke range and further, this AA is what you need to be using.

Mantis s.Fierce(HP) - You probably won’t be using this as often as Mantis c.Fierce as most Giefs don’t jump in on you at close range. Why? Because if they are in close range they have really good poke options and can SPD from that range. Not to say you won’t ever come across a Gief that will never do this, but just won’t be as often as from far away or if you are knocked down.

Mantis Gekiro(EX Preferred) - If you have meter to spare this is a great way to shut down Giefs jump-ins. HK Gekiro can work vs him, but it’s very possible to trade more often than not. EX is your way to go. If you find they are doing unsafe cross-ups after a knock-down, use EX to auto correct and punish them.

Crane c.Round House(HK) - You probably won’t be using this as often as Mantis c.Fierce as most Giefs don’t jump in on you at close range. Why? Because if they are in close range they have really good poke options and can SPD from that range. Not to say you won’t ever come across a Gief that will never do this, but just won’t be as often as from far away or if you are knocked down.

Crane Super - It’s quick, has great range, so if they are jumping in, it will hit them with ease. You should be using this to gain the upper hand on life or finish them off. You can also use this if they knock you down and try to cross you up. Just buffer it so it auto corrects.

Match examples:

[media=youtube]zqpzy54UxTo[/media]

[media=youtube]qLRqBAYHzB8[/media]

I’ll make a video for Hakan for you, only two weeks until I get AE :confused:

cool. I’ll be making character specific videos for each character as well. but each will probably be about 20 minutes long.

Going to reconfirm but I was able to hit Rose with a non-techable knockdown then did a Oga Ceiling dive on her wake up, she activated U2, and I hit her. Going to see if it’s a worthy tactic for sure chip.

Her U2 lost invincibility. Now she can be meatied out of it.

[media=youtube]biYxhd02YxU[/media]

Reset to oga cross up. It works on Oni and E. Ryu, doesn’t work on the twins Afaik.

That doesn’t look like a very reliable setup. Oni spends a good half second walking. You don’t want to leave the spacing to chance like that, so good setups don’t allow the opponent to walk. I have noticed that Oni’s a very easy target for crossup wall dives, though.